// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH

#pragma once
#include "shaderlib/cshader.h"
class eye_refract_vs30_Static_Index
{
	unsigned int m_nINTRO : 2;
	unsigned int m_nHALFLAMBERT : 2;
	unsigned int m_nFLASHLIGHT : 2;
	unsigned int m_nLIGHTWARPTEXTURE : 2;
#ifdef _DEBUG
	bool m_bINTRO : 1;
	bool m_bHALFLAMBERT : 1;
	bool m_bFLASHLIGHT : 1;
	bool m_bLIGHTWARPTEXTURE : 1;
#endif	// _DEBUG
public:
	void SetINTRO( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nINTRO = i;
#ifdef _DEBUG
		m_bINTRO = true;
#endif	// _DEBUG
	}

	void SetHALFLAMBERT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nHALFLAMBERT = i;
#ifdef _DEBUG
		m_bHALFLAMBERT = true;
#endif	// _DEBUG
	}

	void SetFLASHLIGHT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nFLASHLIGHT = i;
#ifdef _DEBUG
		m_bFLASHLIGHT = true;
#endif	// _DEBUG
	}

	void SetLIGHTWARPTEXTURE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nLIGHTWARPTEXTURE = i;
#ifdef _DEBUG
		m_bLIGHTWARPTEXTURE = true;
#endif	// _DEBUG
	}

	eye_refract_vs30_Static_Index(  )
	{
		m_nINTRO = 0;
		m_nHALFLAMBERT = 0;
		m_nFLASHLIGHT = 0;
		m_nLIGHTWARPTEXTURE = 0;
#ifdef _DEBUG
		m_bINTRO = false;
		m_bHALFLAMBERT = false;
		m_bFLASHLIGHT = false;
		m_bLIGHTWARPTEXTURE = false;
#endif	// _DEBUG
	}

	int GetIndex() const
	{
		Assert( m_bINTRO && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE );
		return ( 320 * m_nINTRO ) + ( 640 * m_nHALFLAMBERT ) + ( 1280 * m_nFLASHLIGHT ) + ( 2560 * m_nLIGHTWARPTEXTURE ) + 0;
	}
};

#define shaderStaticTest_eye_refract_vs30 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE


class eye_refract_vs30_Dynamic_Index
{
	unsigned int m_nCOMPRESSED_VERTS : 2;
	unsigned int m_nSKINNING : 2;
	unsigned int m_nDOWATERFOG : 2;
	unsigned int m_nDYNAMIC_LIGHT : 2;
	unsigned int m_nSTATIC_LIGHT : 2;
	unsigned int m_nNUM_LIGHTS : 3;
	unsigned int m_nMORPHING : 2;
#ifdef _DEBUG
	bool m_bCOMPRESSED_VERTS : 1;
	bool m_bSKINNING : 1;
	bool m_bDOWATERFOG : 1;
	bool m_bDYNAMIC_LIGHT : 1;
	bool m_bSTATIC_LIGHT : 1;
	bool m_bNUM_LIGHTS : 1;
	bool m_bMORPHING : 1;
#endif	// _DEBUG
public:
	void SetCOMPRESSED_VERTS( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nCOMPRESSED_VERTS = i;
#ifdef _DEBUG
		m_bCOMPRESSED_VERTS = true;
#endif	// _DEBUG
	}

	void SetSKINNING( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSKINNING = i;
#ifdef _DEBUG
		m_bSKINNING = true;
#endif	// _DEBUG
	}

	void SetDOWATERFOG( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDOWATERFOG = i;
#ifdef _DEBUG
		m_bDOWATERFOG = true;
#endif	// _DEBUG
	}

	void SetDYNAMIC_LIGHT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
		m_bDYNAMIC_LIGHT = true;
#endif	// _DEBUG
	}

	void SetSTATIC_LIGHT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSTATIC_LIGHT = i;
#ifdef _DEBUG
		m_bSTATIC_LIGHT = true;
#endif	// _DEBUG
	}

	void SetNUM_LIGHTS( int i )
	{
		Assert( i >= 0 && i <= 4 );
		m_nNUM_LIGHTS = i;
#ifdef _DEBUG
		m_bNUM_LIGHTS = true;
#endif	// _DEBUG
	}

	void SetMORPHING( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nMORPHING = i;
#ifdef _DEBUG
		m_bMORPHING = true;
#endif	// _DEBUG
	}

	eye_refract_vs30_Dynamic_Index(  )
	{
		m_nCOMPRESSED_VERTS = 0;
		m_nSKINNING = 0;
		m_nDOWATERFOG = 0;
		m_nDYNAMIC_LIGHT = 0;
		m_nSTATIC_LIGHT = 0;
		m_nNUM_LIGHTS = 0;
		m_nMORPHING = 0;
#ifdef _DEBUG
		m_bCOMPRESSED_VERTS = false;
		m_bSKINNING = false;
		m_bDOWATERFOG = false;
		m_bDYNAMIC_LIGHT = false;
		m_bSTATIC_LIGHT = false;
		m_bNUM_LIGHTS = false;
		m_bMORPHING = false;
#endif	// _DEBUG
	}

	int GetIndex() const
	{
		Assert( m_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS && m_bMORPHING );
		return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + ( 160 * m_nMORPHING ) + 0;
	}
};

#define shaderDynamicTest_eye_refract_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_MORPHING

